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Lathner

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Posts posted by Lathner

  1. Ok. So to let you have context it is a blessing/spell bestoed by a god which will take exp to get so for a session they can work towards getting special powers from gods which are like this one shot one which will be packed for them at lower point value however they don't get points back. the other option they have is normal exp. 

     

    Remember also 6ed pt. 1 pg. 135 that Heal Body has half effect, which means that in most cases 4 1/2 d6 healing will be insufficient to resurrect the dead.  {max effect 27/2 = 13.5 or 14 character points or 7Body (if the GM gives you the roundup); in the normal course death only occurs at -10 Body or more, and you require to get up to 1 Body to resurrect, so you need to have a minimum of 44 points of effect on the dice to resurrect in one shot] 

     

    Personally I think that this halving rule might be a little too draconian, but anyway, I'd build it:

     

    1 shot resurrection:  Healing BODY 15d6 (standard effect: 45 points), Resurrection (170 Active Points); 1 Charge which Never Recovers (-4), Extra Time (1 Turn (Post-Segment 12), Character May Take No Other Actions, -1 1/2), Concentration, Must Concentrate throughout use of Constant Power (0 DCV; Character is totally unaware of nearby events; -1 1/2), Gestures (Complex; Requires both hands; -3/4), Incantations (Complex; -1/2), Resurrection Only (-1/2)

     

    17 real points.  Still rather expensive for what it is.

     

    As far as "stabilizing" the recently dead, if it's combat damage they're stable at 1 Body, otherwise the normal requirement would be a Paramedics or Doctor roll or the like.

     

    this was helpfull and makes this much easier

  2. Working on some special abilities for a campaign want to know if this is built right.

     

    dreamer of peace blessing:  Healing BODY 4 1/2d6, Can Heal Limbs, Resurrection (70 Active Points); 1 Charge which Never Recovers (-4), Extra Time (1 Turn (Post-Segment 12), Character May Take No Other Actions, -1 1/2), Gestures, Requires Gestures throughout (Requires both hands; Complex; -1 1/2), Incantations (Requires Incantations throughout; Complex; -1)

  3. We really can not stress it enough:

    Gear bought or looted is always a balance problem for every Heroic game, every gaming system, every setting. Because it adds Abilities without being properly accountable for.

    D&D tries to solve it with thier "Wealth to Level" tables, wich are derived from testgames and thier existing loot tables.

    Shadowrun 5E introduce a adventure generator. There the more cold blooded the action, the more money you get. But the less Karma (XP). And in Shadowrun of course, legality and avoiding attention mater a lot.

    Hero Systems Heroic Setting suffers the same problem as well.

     

    Only in Superheroic games where every power (regardless of gear based or innate) is accounted for with Character points, does the problem not exist. Those based on gear might be cheaper (Limitations), but that is not an absolute.

    Resource Points try to somewhat move the "Accountability" into the Heroic settings, without incuring all the CP overhead of having to account for every single power.

     

     

    This, a hundred-thousand times.

     

    It's been many, many moons, but we had a short-lived "weird world" campaign, and it didn't take long to figure out that this is really the only way to keep everyone on a more-or-less even field.

     

    As a corollary, certain things are going to require COR, no matter what genre the Character is actually from. That, and it's sort of interesting to watch Supers et all figure out how to _earn_ money (they generally do-good for free, and have issues with charging for their super-services even as a job) and of course, where to _store_ the money. :)

     

     

    I'm going to disagree with Christopher; you can give item rewards in the point buy method. You, as the GM, must understand that you will essentially be giving away free points when you do. For depletable items like healing potions, it is not a huge deal (unless you are way too generous).

     

    You can also use Resource Pools for "generic" items and still require custom gear to be paid for with points. For example, anybody could pick up a 1911 .45 Pistol. To have a special one (extra capacity or increased base damage) the character would need to buy it with points.

     

     

    i'd treat it like a low powered superhero game.  I think it works out better but that's just my take.  In a fantasy setting instead of saying you got N gold coins, you would say the treasure is worth N exp. for the players to distribute as they see fit.  Then use the generic wealth system for day to day purchasing.  Doing this, you can include healing potions and the like as part of treasure and cut down on the XP to compensate.  If you normally give 2 XP per player per game and you have 5 players, instead of directly giving 2 XP per player, the treasure is worth an abstract 10 XP to distribute as they see fit.

    Ok so this means that the power gain needs to be balanced by lack of some other side effect. Now deciding how that works is a problem. The problem with the pay for items in the campaign I am thinking of running they don't really get to deiced on their start powers since they will be roll playing little old Joe from the street pulled into dimension x and given powers from a "Test" the goal will to be to get home by exploring different dimensions. 

     

    The item gain and quests will allow them to make the character into what they wish it to be and I have plot points and the like to give them. 

     

    Now the problem is should I put value on these by using a xp/cash/or,Resource system to balance and keep them from getting op compared to the others playing

  4. IME, people play RPGs to be something other than themselves or at least to be their ideal selves. You'll probably get much happier players if you at least let them use their ideals in context with the power level you want to run. They can be flawed in real life, let them have their fantasies(within limits of course).

    however you can also play them to see andfandf think what you would do if this happened
  5. Well the group has some very useful skills in real life and I will be adding in use of said skills into the game and we tried the no sheet thing with a different gm and the skills and traits were all based no what little the gm knew with the sheet we have a group standard plus they are going to get some major leway from me since even the most open minded person can miss there problems and the sheet will only have skills and stats and no disadvantages written in they just have to act their self

  6. Well there are some good ideas here and i just wanted to see if it would be possible to make as a way to reward players in my campaign for doing things and then getting luck Added to their character and if played long enough they would become A luck character maybe idk still in concept but this helps

  7. OK so I already plan on giving them dome points via a training/magical experience

     

    However it is possible to make the base of the characters with real life stats in found a way to find run and swim for converting I also found kinda a way to find speed and skills is going to be no where close to game level. As in "you've shother a gun of that type like four times sure take wf."

  8. This will be a heroic.  I already had a figured stat test for STR I choose to just give a value for EGO . DEX is being done in a stack.  already have something for CON. BODYshould be easy com is also easy

     

    INT is trouble some as is PRE. however I havn't been able to make a smooth change for either speed or run or other such stats since we do have some athlete's  in the group

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